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Invisible Bunker Issue
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lionRA2forums
Disk Thrower


Joined: 17 Feb 2016

PostPosted: Sat Apr 30, 2016 1:50 am    Post subject:  Invisible Bunker Issue Reply with quote  Mark this post and the followings unread

Hi, my tank bunker is invisible during buildup and when built but becomes visible when a tank enters it. It also turns into the Yuri tank bunker when damaged.
How do I make it visible during buildup and when built?


Heres the shps I placed in a ecachemd.mix:

natnkbnk_a.shp
natnkbnk_b.shp
natnkbnkbb.shp
natnkbnkmk.shp
ngtnkbnk_a.shp
ngtnkbnk_b.shp
ngtnkbnkbb.shp
ngtnkbnkmk.shp


Here's the artmd.ini codes:


[NATNKBNK];Tank Bunker
Cameo=SOVTNKBNKICON
Remapable=yes
Foundation=2x2
Height=3
Buildup=NATNKBNKMK
BibShape=NATNKBNKBB
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
Normalized=yes
;ZShapePointMove=65,35
Flat=yes
DockingOffset0=-1,-1,0;unused, but must be present.  Doocking offset depends on the direction ou are coming from
CanHideThings=False
CanBeHidden=False
OccupyHeight=2
;DoubleThick=yes ;GEF it's too light if you do it on both bulding and anim, so only do it on anim

SpecialAnim=NATNKBNK_A;Anim in front of tank
SpecialAnimDamaged=NATNKBNK_AD
SpecialAnimZAdjust=10
SpecialAnimYSort=750

SpecialAnimTwo=NATNKBNK_B; anim behind
SpecialAnimTwoDamaged=NATNKBNK_BD
SpecialAnimTwoZAdjust=-10

SpecialAnimThree=NATNKBNK_A2;In front going down
SpecialAnimThreeDamaged=NATNKBNK_A2D
SpecialAnimThreeZAdjust=-500
SpecialAnimThreeYSort=750

SpecialAnimFour=NATNKBNK_B2;behind going down
SpecialAnimFourDamaged=NATNKBNK_B2D
SpecialAnimFourZAdjust=0



[NATNKBNKBB]
Layer=ground



[NATNKBNK_A];half of anim in front of tank
Normalized=yes
Start=0
LoopStart=9
LoopEnd=10
LoopCount=-1
Rate=220
Layer=ground
NewTheater=yes
Shadow=yes
DoubleThick=yes

[NATNKBNK_AD];and damaged
Image=NATNKBNK_A
Normalized=yes
Start=10
LoopStart=19
LoopEnd=20
LoopCount=-1
Rate=220
Layer=ground
NewTheater=yes
Shadow=yes
DoubleThick=yes

[NATNKBNK_A2];and in reverse
Image=NATNKBNK_A
Normalized=yes
Start=0
End=10
LoopEnd=9
Rate=440
Layer=ground
NewTheater=yes
Shadow=yes
Reverse=yes;These numbers are not explicit frame numbers (as Steve points out) declare a reverse anim
;as normal (Start = 0) Once you get over the "That doesn't make any sense" hurdle, it almost makes sense
;(Ah! Code of Cthulu infecting my mind!)
DoubleThick=yes

[NATNKBNK_A2D];and in reverse damaged
Image=NATNKBNK_A
Normalized=yes
Start=10
End=9
LoopEnd=9
Rate=440
Layer=ground
NewTheater=yes
Shadow=yes
Reverse=yes
DoubleThick=yes

[NATNKBNK_B];half of anim behind tank
Normalized=yes
Start=0
LoopStart=9
LoopEnd=10
LoopCount=-1
Rate=220
Layer=ground
NewTheater=yes
Shadow=yes
DoubleThick=yes

[NATNKBNK_BD];and damaged
Image=NATNKBNK_B
Normalized=yes
Start=10
LoopStart=19
LoopEnd=20
LoopCount=-1
Rate=220
Layer=ground
NewTheater=yes
Shadow=yes
DoubleThick=yes

[NATNKBNK_B2];and in reverse
Image=NATBNK_B
Normalized=yes
Start=0
End=10
LoopEnd=9
Rate=440
Layer=ground
NewTheater=yes
Shadow=yes
Reverse=yes
DoubleThick=yes

[NATNKBNK_B2D];and reverse damaged
Image=NATBNK_B
Normalized=yes
Start=10
End=9
LoopEnd=9
Rate=440
Layer=ground
NewTheater=yes
Shadow=yes
Reverse=yes
DoubleThick=yes





And here's the rulesmd.ini codes:

Building Type List:
411=NATNKBNK      



Animation List:
1108=NATNKBNK_A
1109=NATNKBNK_B
1110=NATNKBNKBB
1111=NATNKBNKMK
1112=NGTNKBNK_A
1113=NGTNKBNK_B
1114=NGTNKBNKBB
1115=NGTNKBNKMK


Unit Statistics:
;Soviet Tank Bunker
[NATNKBNK]
UIName=NOSTR:Soviet Tank Bunker
Name=Yuri Tank Bunker
BuildCat=Combat
Image=NATNKBNK
Prerequisite=NACNST
Strength=1000
Armor=steel
TechLevel=3
Adjacent=3
Sight=6
Bunker=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=400
Points=60
Power=0
Powered=false
Capturable=false
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm
MaxDebris=15
MinDebris=5
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=220, 390, 150
AIBuildThis=no
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
NumberOfDocks=1
NumberImpassableRows=0;defaults to all impassible
HasStupidGuardMode=false
AntiInfantryValue=10
AntiArmorValue=25
AntiAirValue=0
BaseNormal=no
;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge)

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Sat Apr 30, 2016 1:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Shouldn't that Image=NATBNK_B  be Image=NATNKBNK_B.

Attention to detail? You also need to add A2, B2, AD, BD, A2D, B2D to the animations list.

You don't add the build up (MK) animation or the bib (BB) for that matter also. You also don't add the Generic variants of it to the animations list, why are you putting in the NG in the animations list if you have both, A and G files?

EDIT: Change AIBasePlanningSide=2 to AIBasePlanningSide=1. It's a Soviet building...

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lionRA2forums
Disk Thrower


Joined: 17 Feb 2016

PostPosted: Sat Apr 30, 2016 7:31 am    Post subject: Reply with quote  Mark this post and the followings unread

XxpeddyxX wrote:
Shouldn't that Image=NATBNK_B  be Image=NATNKBNK_B.

Attention to detail? You also need to add A2, B2, AD, BD, A2D, B2D to the animations list.

You don't add the build up (MK) animation or the bib (BB) for that matter also. You also don't add the Generic variants of it to the animations list, why are you putting in the NG in the animations list if you have both, A and G files?

EDIT: Change AIBasePlanningSide=2 to AIBasePlanningSide=1. It's a Soviet building...



So far this fixed the damaged bunker animation but the buildup and bunker are still invisible (when not occupied).

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Sat Apr 30, 2016 10:10 am    Post subject: Reply with quote  Mark this post and the followings unread

I downloaded MadHQ's bunker and I can't get it to work either. Have tried a million things. I've no idea what's wrong. If I alt tab the bunker appears and if you alt tab half way through the build up only 1 frame shows. Never seen this before sorry lion we'll have to wait for someone else to step in Laughing

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Apr 30, 2016 2:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

-open the SHP and check with which compression it was saved (maybe the SHP compression is bad)
that "alt tab and it is shown" thing sounds like bad SHP compression
-try to name it in 8.3 format. Game is old and maybe a shorter filename works better
-remove useless Image keys. in rules.ini you use Image on the building with the same name.

_________________
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Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
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lionRA2forums
Disk Thrower


Joined: 17 Feb 2016

PostPosted: Sat Apr 30, 2016 6:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
-open the SHP and check with which compression it was saved (maybe the SHP compression is bad)
that "alt tab and it is shown" thing sounds like bad SHP compression
-try to name it in 8.3 format. Game is old and maybe a shorter filename works better
-remove useless Image keys. in rules.ini you use Image on the building with the same name.


I renamed

natnkbnkbb.shp
natnkbnkmk.shp

to

natbkbb.shp
natbkmk.shp

and set them as buildup and
ground but the issue persists.

I tried adding them to the Yuri tank bunker and a weird result: no buildup but a piece is visible and the whole pad became visible (for some) after a few seconds. It seems like it is offset or something.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Apr 30, 2016 9:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Try
[NATNKBNK]
NormalZAdjust=-125
on the buildings art.ini section

If this helps and makes it visible, raise the value step by step to 0 until the building vanishes again. NormalZAdjust=-25 might be already enough.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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lionRA2forums
Disk Thrower


Joined: 17 Feb 2016

PostPosted: Sat Apr 30, 2016 11:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Try
[NATNKBNK]
NormalZAdjust=-125
on the buildings art.ini section

If this helps and makes it visible, raise the value step by step to 0 until the building vanishes again. NormalZAdjust=-25 might be already enough.


That didn't fix it either. I even gave it the mk and bb and the Yuri tank bunker but even then it's still invisible.

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Sun May 01, 2016 12:34 am    Post subject: Reply with quote  Mark this post and the followings unread


_________________
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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Sun May 01, 2016 1:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Just copied the code from that topic and it's still invisible, alt tabbing still shows the SHP itself. I noticed that you don't have to alt tab either, if you simply bring the menu up (ESC key) then resuming the game it shows it. But once you sell it the bunker remains visible until the next time you esc or alt tab.

As LKO said it could be a compression issue with the file itself.

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lionRA2forums
Disk Thrower


Joined: 17 Feb 2016

PostPosted: Sun May 01, 2016 6:24 am    Post subject: Reply with quote  Mark this post and the followings unread


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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun May 01, 2016 1:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Attached fixed SHPs. Resized canvas and added blank main SHP.



natnkbnk_fixed.zip
 Description:

Download
 Filename:  natnkbnk_fixed.zip
 Filesize:  221.75 KB
 Downloaded:  39 Time(s)


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lionRA2forums
Disk Thrower


Joined: 17 Feb 2016

PostPosted: Mon May 02, 2016 12:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks E1 Elite, this fixed it!

Nice tank bunker btw, MadHQ.

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